Disabling AudioUnit AGC fails - core-audio

I'm trying to disable AGC and bypass voice filter for the AudioUnit but it fails to set these two properties:
private func setupAudioUnit() {
var componentDesc:AudioComponentDescription = AudioComponentDescription(
componentType: OSType(kAudioUnitType_Output),
componentSubType: OSType(kAudioUnitSubType_RemoteIO), // Always this for iOS.
componentManufacturer: OSType(kAudioUnitManufacturer_Apple),
componentFlags: 0,
componentFlagsMask: 0)
var osErr: OSStatus = 0
// Get an audio component matching our description.
let component: AudioComponent! = AudioComponentFindNext(nil, &componentDesc)
assert(component != nil, "Couldn't find a default component")
// Create an instance of the AudioUnit
var tempAudioUnit: AudioUnit?
osErr = AudioComponentInstanceNew(component, &tempAudioUnit)
self.audioUnit = tempAudioUnit
assert(osErr == noErr, "*** AudioComponentInstanceNew err \(osErr)")
// Enable I/O for input.
var one: UInt32 = 1
var off: UInt32 = 0
osErr = AudioUnitSetProperty(audioUnit,
kAudioOutputUnitProperty_EnableIO,
kAudioUnitScope_Input,
inputBus,
&one,
UInt32(MemoryLayout<UInt32>.size))
/// Bypass Voice Processing
osErr = AudioUnitSetProperty(audioUnit,
kAUVoiceIOProperty_BypassVoiceProcessing,
kAudioUnitScope_Global,
inputBus,
&one,
UInt32(MemoryLayout<UInt32>.size))
print("AudioUnitSetProperty returned code:\(osErr)")
/// Disable AGC
osErr = AudioUnitSetProperty(audioUnit,
kAUVoiceIOProperty_VoiceProcessingEnableAGC,
kAudioUnitScope_Global,
inputBus,
&off,
UInt32(MemoryLayout<UInt32>.size))
print("AudioUnitSetProperty returned code:\(osErr)")
assert(osErr == noErr, "*** AudioUnitSetProperty err \(osErr)")
// Set format to 32 bit, floating point, linear PCM
var streamFormatDesc:AudioStreamBasicDescription = AudioStreamBasicDescription(
mSampleRate: Double(sampleRate),
mFormatID: kAudioFormatLinearPCM,
mFormatFlags: kAudioFormatFlagsNativeFloatPacked | kAudioFormatFlagIsNonInterleaved, // floating point data - docs say this is fastest
mBytesPerPacket: 4,
mFramesPerPacket: 1,
mBytesPerFrame: 4,
mChannelsPerFrame: UInt32(self.numberOfChannels),
mBitsPerChannel: 4 * 8,
mReserved: 0
)
// Set format for input and output busses
osErr = AudioUnitSetProperty(audioUnit,
kAudioUnitProperty_StreamFormat,
kAudioUnitScope_Input, outputBus,
&streamFormatDesc,
UInt32(MemoryLayout<AudioStreamBasicDescription>.size))
assert(osErr == noErr, "*** AudioUnitSetProperty err \(osErr)")
osErr = AudioUnitSetProperty(audioUnit,
kAudioUnitProperty_StreamFormat,
kAudioUnitScope_Output,
inputBus,
&streamFormatDesc,
UInt32(MemoryLayout<AudioStreamBasicDescription>.size))
assert(osErr == noErr, "*** AudioUnitSetProperty err \(osErr)")
// Set up our callback.
var inputCallbackStruct = AURenderCallbackStruct(inputProc: recordingCallback, inputProcRefCon: UnsafeMutableRawPointer(Unmanaged.passUnretained(self).toOpaque()))
osErr = AudioUnitSetProperty(audioUnit,
AudioUnitPropertyID(kAudioOutputUnitProperty_SetInputCallback),
AudioUnitScope(kAudioUnitScope_Global),
inputBus,
&inputCallbackStruct,
UInt32(MemoryLayout<AURenderCallbackStruct>.size))
assert(osErr == noErr, "*** AudioUnitSetProperty err \(osErr)")
// Ask CoreAudio to allocate buffers for us on render. (This is true by default but just to be explicit about it...)
osErr = AudioUnitSetProperty(audioUnit,
AudioUnitPropertyID(kAudioUnitProperty_ShouldAllocateBuffer),
AudioUnitScope(kAudioUnitScope_Output),
inputBus,
&one,
UInt32(MemoryLayout<UInt32>.size))
assert(osErr == noErr, "*** AudioUnitSetProperty err \(osErr)")
}
}
Here I get invalid property response:
/// Bypass Voice Processing
osErr = AudioUnitSetProperty(audioUnit,
kAUVoiceIOProperty_BypassVoiceProcessing,
kAudioUnitScope_Global,
inputBus,
&one,
UInt32(MemoryLayout<UInt32>.size))
print("AudioUnitSetProperty returned code:\(osErr)")
// AudioUnitSetProperty returned code:-10879
/// Disable AGC
osErr = AudioUnitSetProperty(audioUnit,
kAUVoiceIOProperty_VoiceProcessingEnableAGC,
kAudioUnitScope_Global,
inputBus,
&off,
UInt32(MemoryLayout<UInt32>.size))
print("AudioUnitSetProperty returned code:\(osErr)")
// AudioUnitSetProperty returned code:-10879
Am I doing something wrong?

I haven't worked with CoreAudio on iOS, or the Voice Processing AU, but looks like the issue is the subtype you've specified.
The properties in question appear to be specific to the subtype of kAudioUnitSubType_VoiceProcessingIO, but you are instantiating the subtype kAudioUnitSubType_RemoteIO. If you use the former subtype, then the properties should be valid.

Related

file unit callback shows stereo channels in buffer, but the file loaded was 6 channel

We are trying to play an 5.1 (6 channels) AAC audio file using AUGraph. We also tried using AVAudioEngine. We have connected to 5.1 surround sound output device (Sony Speakers). The file is played as stereo file. All the channels are played in Left and Right front speakers.
we are setting the file’s AudioStreamBasicDescription (which is 6 channels) to the file unit as input and output format.
//creating file Unit.
AudioComponentDescription fileDesc;
fileDesc.componentType = kAudioUnitType_Generator;
fileDesc.componentSubType = kAudioUnitSubType_AudioFilePlayer;
fileDesc.componentManufacturer = kAudioUnitManufacturer_Apple;
fileDesc.componentFlags = 0;
fileDesc.componentFlagsMask = 0;
status = AUGraphAddNode(_audioGraph,&fileDesc,&filePlayerNode);
status = AUGraphNodeInfo(_audioGraph,filePlayerNode,NULL,&filePlayerUnit);
//creating output Unit.
AudioComponentDescription outputDesc;
outputDesc.componentType = kAudioUnitType_Output;
outputDesc.componentSubType = kAudioUnitSubType_DefaultOutput;
outputDesc.componentManufacturer = kAudioUnitManufacturer_Apple;
outputDesc.componentFlags = 0;
outputDesc.componentFlagsMask = 0;
status = AUGraphAddNode(_audioGraph,&outputDesc,&outputNode);
status = AUGraphNodeInfo(_audioGraph,outputNode,NULL,&outputUnit);
OSStatus error = AudioFileOpenURL(audioFileURL, kAudioFileReadPermission, 0, &_audioInputFileId);
//get file's streamFormat.
UInt32 dataSize = sizeof(AudioStreamBasicDescription);
AudioFileGetProperty(_audioInputFileId, kAudioFilePropertyDataFormat, &dataSize, &_fileStreamDescription);
UInt32 propertySize = sizeof(_fileStreamDescription);
//set input and output format to fileUnit.
OSStatus err = AudioUnitSetProperty(filePlayerUnit, kAudioUnitProperty_StreamFormat, kAudioUnitScope_Input, 0, &_fileStreamDescription, propertySize);
OSStatus err = AudioUnitSetProperty(filePlayerUnit, kAudioUnitProperty_StreamFormat, kAudioUnitScope_Output, 0, &_fileStreamDescription, propertySize);
//set input and output format to outputUnit.
OSStatus err = AudioUnitSetProperty(outputUnit, kAudioUnitProperty_StreamFormat, kAudioUnitScope_Input, 0, &_fileStreamDescription, propertySize);
OSStatus err = AudioUnitSetProperty(outputUnit, kAudioUnitProperty_StreamFormat, kAudioUnitScope_Output, 0, &_fileStreamDescription, propertySize);
Similarly for the outputUnit we set the input and output format to that of the _fileStreamDescription.
we registered for render callback for file unit. It shows number of buffers as 2 and each buffer has 1 channel, indicates stereo data.
AudioUnitAddRenderNotify(filePlayerUnit, fileUnitRenderCallback, (__bridge void*)self);
static OSStatus fileUnitRenderCallback(void * inRefCon,AudioUnitRenderActionFlags * ioActionFlags, const AudioTimeStamp *inTimeStamp,UInt32 inBusNumber, UInt32 inNumberFrames, AudioBufferList *ioData){}
we registered for render callback for output unit. It shows number of buffers as 1 and each buffer has 2 channel. Indicates stereo data.
AudioUnitAddRenderNotify(outputUnit, outputUnitRenderCallback, (__bridge void*)self);
static OSStatus outputUnitRenderCallback(void * inRefCon,AudioUnitRenderActionFlags * ioActionFlags, const AudioTimeStamp *inTimeStamp,UInt32 inBusNumber, UInt32 inNumberFrames, AudioBufferList *ioData){}
We will not be able to use Apple’s built-in players like AVPlayer. Because, we need to connect some of the audio units to apply Audio-Effects.
Could you please suggest on how we can achieve 5.1 playback support.

VoiceProcessingIO Audio Unit adds an unexpected input stream to Built-in output device (macOS)

I work on VoIP app on macOS and use VoiceProcessingIO Audio Unit for audio processing like Echo cancellation and automatic gain control.
Problem is, when I init the audio unit, the list of Core Audio devices changes - not just by adding new aggregate device which VP audio unit uses for it's needs, but also because built-in output device (i.e. "Built - In MacBook Pro Speakers") now appears also as an input device, i.e. having an unexpected input stream in addition to output ones.
This is a list of INPUT devices (aka "microphones") I get from Core Audio before initialising my VP AU:
DEVICE: INPUT 45 BlackHole_UID
DEVICE: INPUT 93 BuiltInMicrophoneDevice
This is the same list when my VP AU is initialised:
DEVICE: INPUT 45 BlackHole_UID
DEVICE: INPUT 93 BuiltInMicrophoneDevice
DEVICE: INPUT 86 BuiltInSpeakerDevice /// WHY?
DEVICE: INPUT 98 VPAUAggregateAudioDevice-0x101046040
This is very frustrating because I need to display a list of devices in the app and even though I can filter out Aggregate devices from device list boldly (they are not usable with VP AU anyway), I cannot exclude our built-in macBook Speaker device.
Maybe someone of You has already been through this and has a clue what's going on and if this can be fixed. Some kAudioObjectPropertyXX I need to watch for to exclude the device from inputs list. Or course this might be a bug/feature on Apple's side and I simply have to hack my way around this.
VP AU works well, and the problem reproduces despite devices used (I tried on built-in and on external/USB/Bluetooth alike). The problem is reproduced on all macOS version I could test on, starting from 10.13 and ending by 11.0 included. This also reproduces on different Macs and different audio device sets connected. I am curious that there is next to zero info on that problem available, which brings me to a thought that I did something wrong.
One more strange thing is, when VP AU is working, the HALLab app indicates the another thing: Built-in Input having two more input streams (ok, I would survive this If it was just that!). But it doesn't indicate that Built-In output has input streams added, like in my app.
Here is extract from cpp code on how I setup VP Audio Unit:
#define MAX_FRAMES_PER_CALLBACK 1024
AudioComponentInstance AvHwVoIP::getComponentInstance(OSType type, OSType subType) {
AudioComponentDescription desc = {0};
desc.componentFlags = 0;
desc.componentFlagsMask = 0;
desc.componentManufacturer = kAudioUnitManufacturer_Apple;
desc.componentSubType = subType;
desc.componentType = type;
AudioComponent ioComponent = AudioComponentFindNext(NULL, &desc);
AudioComponentInstance unit;
OSStatus status = AudioComponentInstanceNew(ioComponent, &unit);
if (status != noErr) {
printf("Error: %d\n", status);
}
return unit;
}
void AvHwVoIP::enableIO(uint32_t enableIO, AudioUnit auDev) {
UInt32 no = 0;
setAudioUnitProperty(auDev,
kAudioOutputUnitProperty_EnableIO,
kAudioUnitScope_Input,
1,
&enableIO,
sizeof(enableIO));
setAudioUnitProperty(auDev,
kAudioOutputUnitProperty_EnableIO,
kAudioUnitScope_Output,
0,
&enableIO,
sizeof(enableIO));
}
void AvHwVoIP::setDeviceAsCurrent(AudioUnit auDev, AudioUnitElement element, AudioObjectID devId) {
//Set the Current Device to the AUHAL.
//this should be done only after IO has been enabled on the AUHAL.
setAudioUnitProperty(auDev,
kAudioOutputUnitProperty_CurrentDevice,
element == 0 ? kAudioUnitScope_Output : kAudioUnitScope_Input,
element,
&devId,
sizeof(AudioDeviceID));
}
void AvHwVoIP::setAudioUnitProperty(AudioUnit auDev,
AudioUnitPropertyID inID,
AudioUnitScope inScope,
AudioUnitElement inElement,
const void* __nullable inData,
uint32_t inDataSize) {
OSStatus status = AudioUnitSetProperty(auDev, inID, inScope, inElement, inData, inDataSize);
if (noErr != status) {
std::cout << "****** ::setAudioUnitProperty failed" << std::endl;
}
}
void AvHwVoIP::start() {
m_auVoiceProcesing = getComponentInstance(kAudioUnitType_Output, kAudioUnitSubType_VoiceProcessingIO);
enableIO(1, m_auVoiceProcesing);
m_format_description = SetAudioUnitStreamFormatFloat(m_auVoiceProcesing);
SetAudioUnitCallbacks(m_auVoiceProcesing);
setDeviceAsCurrent(m_auVoiceProcesing, 0, m_renderDeviceID);//output device AudioDeviceID here
setDeviceAsCurrent(m_auVoiceProcesing, 1, m_capDeviceID);//input device AudioDeviceID here
setInputLevelListener();
setVPEnabled(true);
setAGCEnabled(true);
UInt32 maximumFramesPerSlice = 0;
UInt32 size = sizeof(maximumFramesPerSlice);
OSStatus s1 = AudioUnitGetProperty(m_auVoiceProcesing, kAudioUnitProperty_MaximumFramesPerSlice, kAudioUnitScope_Global, 0, &maximumFramesPerSlice, &size);
printf("max frames per callback: %d\n", maximumFramesPerSlice);
maximumFramesPerSlice = MAX_FRAMES_PER_CALLBACK;
s1 = AudioUnitSetProperty(m_auVoiceProcesing, kAudioUnitProperty_MaximumFramesPerSlice, kAudioUnitScope_Global, 0, &maximumFramesPerSlice, size);
OSStatus status = AudioUnitInitialize(m_auVoiceProcesing);
if (noErr != status) {
printf("*** error AU initialize: %d", status);
}
status = AudioOutputUnitStart(m_auVoiceProcesing);
if (noErr != status) {
printf("*** AU start error: %d", status);
}
}
And Here is how I get my list of devices:
//does this device have input/output streams?
bool hasStreamsForCategory(AudioObjectID devId, bool input)
{
const AudioObjectPropertyScope scope = (input == true ? kAudioObjectPropertyScopeInput : kAudioObjectPropertyScopeOutput);
AudioObjectPropertyAddress propertyAddress{kAudioDevicePropertyStreams, scope, kAudioObjectPropertyElementWildcard};
uint32_t dataSize = 0;
OSStatus status = AudioObjectGetPropertyDataSize(devId,
&propertyAddress,
0,
NULL,
&dataSize);
if (noErr != status)
printf("%s: Error in AudioObjectGetPropertyDataSize: %d \n", __FUNCTION__, status);
return (dataSize / sizeof(AudioStreamID)) > 0;
}
std::set<AudioDeviceID> scanCoreAudioDeviceUIDs(bool isInput)
{
std::set<AudioDeviceID> deviceIDs{};
// find out how many audio devices there are
AudioObjectPropertyAddress propertyAddress = {kAudioHardwarePropertyDevices, kAudioObjectPropertyScopeGlobal, kAudioObjectPropertyElementMaster};
uint32_t dataSize{0};
OSStatus err = AudioObjectGetPropertyDataSize(kAudioObjectSystemObject, &propertyAddress, 0, NULL, &dataSize);
if ( err != noErr )
{
printf("%s: AudioObjectGetPropertyDataSize: %d\n", __FUNCTION__, dataSize);
return deviceIDs;//empty
}
// calculate the number of device available
uint32_t devicesAvailable = dataSize / sizeof(AudioObjectID);
if ( devicesAvailable < 1 )
{
printf("%s: Core audio available devices were not found\n", __FUNCTION__);
return deviceIDs;//empty
}
AudioObjectID devices[devicesAvailable];//devices to get
err = AudioObjectGetPropertyData(kAudioObjectSystemObject, &propertyAddress, 0, NULL, &dataSize, devices);
if ( err != noErr )
{
printf("%s: Core audio available devices were not found\n", __FUNCTION__);
return deviceIDs;//empty
}
const AudioObjectPropertyScope scope = (isInput == true ? kAudioObjectPropertyScopeInput : kAudioObjectPropertyScopeOutput);
for (uint32_t i = 0; i < devicesAvailable; ++i)
{
const bool hasCorrespondingStreams = hasStreamsForCategory(devices[i], isInput);
if (!hasCorrespondingStreams) {
continue;
}
printf("DEVICE: \t %s \t %d \t %s\n", isInput ? "INPUT" : "OUTPUT", devices[i], deviceUIDFromAudioDeviceID(devices[i]).c_str());
deviceIDs.insert(devices[i]);
}//end for
return deviceIDs;
}
Well, replying my own question in 4 months since Apple Feedback Assistant responded to my request:
"There are two things you were noticing, both of which are expected and considered as implementation details of AUVP:
The speaker device has input stream - this is the reference tap stream for echo cancellation.
There is additional input stream under the built-in mic device - this is the raw mic streams enabled by AUVP.
For #1, We'd advise you to treat built-in speaker and (on certain Macs) headphone with special caution when determining whether it’s input/output device based on its input/output streams.
For #2, We'd advise you to ignore the extra streams on the device."
So they suggest me doing exactly what I did then: determine built - in output device before starting AU and then just memorising it; Ignoring any extra streams that appear in built - in devices during VP AU operation.

CoreAudio Output Sample Rate Discrepancy

I am using ffmpeg to acquire audio from .mov files. Looking over my settings, I am not sample rate converting the audio buffers I am generating so that is unlikely to account for the issues I am having. Regardless of the sample rate I set on my Built-in Output, my audio files that are at 44.1 kHz playback at the correct rate. If I playback a 48kHz file, the file plays back slower (at 91% of the normal rate) which indicates that the true rate is 44.1kHz. I can change my built-in output to 44.1, 48, or 96 kHz and the same phenomenon exists. I change my default output rate using the Audio Midi Setup app. I then verify my sample rate using AudioUnitGetProperty on my ouputAudioUnit. This matches the sample rate in the Audio Midi Setup.
Thoughts? I am including my audio graph code
CheckError(NewAUGraph(&fp.graph), "Couldn't create a new AUGraph");
//varispeednode has an input callback
//the vairspeed node feeds an output node which is running
//at the frequency of the system default output
AUNode outputNode;
AudioComponentDescription outputcd = [self defaultOutputComponent];
CheckError(AUGraphAddNode(fp.graph, &outputcd, &outputNode),
"AUGraphAddNode[kAudioUnitSubType_DefaultOutput] failed");
AUNode varispeedNode;
AudioComponentDescription varispeedcd = [self variSpeedComponent];
CheckError(AUGraphAddNode(fp.graph, &varispeedcd, &varispeedNode),
"AUGraphAddNode[kAudioUnitSubType_Varispeed] failed");
CheckError(AUGraphOpen(fp.graph),
"Couldn't Open AudioGraph");
CheckError(AUGraphNodeInfo(fp.graph, outputNode, NULL, &fp.outputAudioUnit),
"Couldn't Retrieve output node");
CheckError(AUGraphNodeInfo(fp.graph, varispeedNode, NULL, &fp.variSpeedAudioUnit),
"Couldn't Retrieve Varispeed Audio Unit");
AURenderCallbackStruct input;
input.inputProc = CBufferProviderCallback;
input.inputProcRefCon = &playerStruct;
CheckError(AudioUnitSetProperty(fp.variSpeedAudioUnit,
kAudioUnitProperty_SetRenderCallback,
kAudioUnitScope_Input,
0,
&input,
sizeof(input)),
"AudioUnitSetProperty failed");
CheckError(AUGraphConnectNodeInput(fp.graph, varispeedNode, 0, outputNode, 0),
"Couldn't Connect varispeed to output");
CheckError(AUGraphInitialize(fp.graph),
"Couldn't Initialize AUGraph");
// check output sample rate
Float64 outputSampleRate = 48000.0;
UInt32 sizeOfFloat64 = sizeof(Float64);
outputSampleRate = 0.0;
CheckError(AudioUnitGetProperty(fp.outputAudioUnit,
kAudioUnitProperty_SampleRate,
kAudioUnitScope_Global,
0,
&outputSampleRate,
&sizeOfFloat64),
"Couldn't get output sampleRate");
I solved the issue. When building the audio graph, you need to specify the input sample rate of the varispeed audio unit before you connect it to an output node inside of the augraph. See the example code at
https://developer.apple.com/library/content/samplecode/CAPlayThrough/Listings/ReadMe_txt.html
CheckError(NewAUGraph(&fp.graph), "BuildGraphError");
AUNode outputNode;
AudioComponentDescription outputcd = [self defaultOutputComponent];
CheckError(AUGraphAddNode(fp.graph, &outputcd, &outputNode),
"AUGraphAddNode[kAudioUnitSubType_DefaultOutput] failed");
AUNode varispeedNode;
AudioComponentDescription varispeedcd = [self variSpeedComponent];
CheckError(AUGraphAddNode(fp.graph, &varispeedcd, &varispeedNode),
"AUGraphAddNode[kAudioUnitSubType_Varispeed] failed");
CheckError(AUGraphOpen(fp.graph),
"Couldn't Open AudioGraph");
CheckError(AUGraphNodeInfo(fp.graph, outputNode, NULL, &fp.outputAudioUnit),
"Couldn't Retrieve File Audio Unit");
CheckError(AUGraphNodeInfo(fp.graph, varispeedNode, NULL, &fp.variSpeedAudioUnit),
"Couldn't Retrieve Varispeed Audio Unit");
AURenderCallbackStruct input;
input.inputProc = CBufferProviderCallback;
input.inputProcRefCon = &playerStruct;
CheckError(AudioUnitSetProperty(fp.variSpeedAudioUnit,
kAudioUnitProperty_SetRenderCallback,
kAudioUnitScope_Input,
0,
&input,
sizeof(input)),
"AudioUnitSetProperty failed");
//you have to set the varispeed rate before you connect it
//see CAPlayThrough
AudioStreamBasicDescription asbd = {0};
UInt32 size;
Boolean outWritable;
//Gets the size of the Stream Format Property and if it is writable
OSStatus result = AudioUnitGetPropertyInfo(fp.variSpeedAudioUnit,
kAudioUnitProperty_StreamFormat,
kAudioUnitScope_Output,
0,
&size,
&outWritable);
//Get the current stream format of the output
result = AudioUnitGetProperty (fp.variSpeedAudioUnit,
kAudioUnitProperty_StreamFormat,
kAudioUnitScope_Output,
0,
&asbd,
&size);
asbd.mSampleRate = targetSampleRate;
//Set the stream format of the output to match the input
result = AudioUnitSetProperty (fp.variSpeedAudioUnit,
kAudioUnitProperty_StreamFormat,
kAudioUnitScope_Input,
0,
&asbd,
size);
printf("AudioUnitSetProperty result %d %d\n", result, noErr);
CheckError(AUGraphConnectNodeInput(fp.graph, varispeedNode, 0, outputNode, 0),
"Couldn't Connect varispeed to output");
CheckError(AUGraphInitialize(fp.graph),
"Couldn't Initialize AUGraph");
Float64 outputSampleRate = 48000.0;
UInt32 sizeOfFloat64 = sizeof(Float64);
outputSampleRate = 0.0;
CheckError(AudioUnitGetProperty(fp.outputAudioUnit,
kAudioUnitProperty_SampleRate,
kAudioUnitScope_Global,
0,
&outputSampleRate,
&sizeOfFloat64),
"Couldn't get output sampleRate");
NSLog(#"Output Sample Rate of the ->%f", outputSampleRate);

HALOutput in AUGraph select and configure specific output device

I successfully managed to build a complex AUGraph that I'm able to reconfigure on the fly, and all is working well.
I'm facing a wall now with what seems a very simple task: selecting a sepcific output device.
I'm able to get the deviceUID and ID thanks to this post: AudioObjectGetPropertyData to get a list of input devices (that I've modified to get output devices) and to the code below (I can't remember where I've found it, unfortunately)
- (AudioDeviceID) deviceIDWithUID:(NSString *)uid
{
AudioDeviceID myDevice;
AudioValueTranslation trans;
CFStringRef *myKnownUID = (__bridge CFStringRef *)uid;
trans.mInputData = &myKnownUID;
trans.mInputDataSize = sizeof (CFStringRef);
trans.mOutputData = &myDevice;
trans.mOutputDataSize = sizeof(AudioDeviceID);
UInt32 size = sizeof (AudioValueTranslation);
AudioHardwareGetProperty (kAudioHardwarePropertyDeviceForUID,
&size,
&trans);
return myDevice;
}
I'm getting the AudioDeviceID from this method which I store in an NSDictionary. I can NSLog it and when I convert it in hexadecimal it gives me the right ID, found in HALLab.
But when I configure my unit (see code below) the graph only plays on the default device (the one selected in Sound Preferences).
AudioComponent comp = AudioComponentFindNext(NULL, &_componentDescription);
if (comp == NULL) {
printf ("Can't get output unit");
exit (-1);
}
CheckError(AudioComponentInstanceNew(comp, &_auUnit),
"Couldn't open component for output Unit");
UInt32 disableFlag = 0;
UInt32 enableFlag = 1;
AudioUnitScope outputBus = 0;
AudioUnitScope inputBus = 1;
CheckError (AudioUnitSetProperty(_auUnit,
kAudioOutputUnitProperty_EnableIO,
kAudioUnitScope_Output,
outputBus,
&enableFlag,
sizeof(enableFlag)), "AudioUnitSetProperty[kAudioOutputUnitProperty_EnableIO] failed - enable Output");
CheckError (AudioUnitSetProperty(_auUnit,
kAudioOutputUnitProperty_EnableIO,
kAudioUnitScope_Input,
inputBus,
&disableFlag,
sizeof(disableFlag)), "AudioUnitSetProperty[kAudioOutputUnitProperty_EnableIO] failed - disable Input");
AudioDeviceID devID = (AudioDeviceID)[[[_devices objectAtIndex:0] objectForKey:#"deviceID"] unsignedIntValue];
CheckError(AudioUnitSetProperty(_auUnit,
kAudioOutputUnitProperty_CurrentDevice,
kAudioUnitScope_Output,
0,
&devID,
sizeof(AudioDeviceID)), "AudioUnitSetProperty[kAudioOutputUnitProperty_CurrentDevice] failed");
The AUGraph is already configured with all units, nodes are connected, and it's open. What am I doing wrong ?
I would be very grateful for any clue to resolve this problem.

Audio Unit background conflict

I have an audio analysis app using Audio Units that works perfectly when the app is run in isolation. However, if there are other audio apps running in the background AudioUnitRender returns a -50 error.
Does anyone know a way to resolve this, so that AudioUnitRender works even when other audio apps are running?
Thanks in advance.
Audio session initiation
AVAudioSession *session = [AVAudioSession sharedInstance];
[session setPreferredHardwareSampleRate:sampleRate error:&err];
[session setCategory:AVAudioSessionCategoryRecord error:&err];
[session setActive:YES error:&err];
[session setMode:setMode:AVAudioSessionModeMeasurement error:&err];
[session setDelegate:listener];
UInt32 audioRouteOverride = kAudioSessionOverrideAudioRoute_None;
AudioSessionSetProperty (kAudioSessionProperty_OverrideAudioRoute,sizeof (audioRouteOverride),&audioRouteOverride);
I/O unit description:
OSStatus err;
AudioComponentDescription ioUnitDescription;
ioUnitDescription.componentType = kAudioUnitType_Output;
ioUnitDescription.componentSubType = kAudioUnitSubType_RemoteIO;
ioUnitDescription.componentManufacturer = kAudioUnitManufacturer_Apple;
ioUnitDescrition.componentFlags = 0;
ioUnitDescription.componentFlagsMask = 0;
// Declare and instantiate an audio processing graph
NewAUGraph(&processingGraph);
// Add an audio unit node to the graph, then instantiate the audio unit.
/*
An AUNode is an opaque type that represents an audio unit in the context
of an audio processing graph. You receive a reference to the new audio unit
instance, in the ioUnit parameter, on output of the AUGraphNodeInfo
function call.
*/
AUNode ioNode;
AUGraphAddNode(processingGraph, &ioUnitDescription, &ioNode);
AUGraphOpen(processingGraph); // indirectly performs audio unit instantiation
// Obtain a reference to the newly-instantiated I/O unit. Each Audio Unit
// requires its own configuration.
AUGraphNodeInfo(processingGraph, ioNode, NULL, &ioUnit);
// Initialize below.
AURenderCallbackStruct callbackStruct = {0};
UInt32 enableInput;
UInt32 enableOutput;
// Enable input and disable output.
enableInput = 1; enableOutput = 0;
callbackStruct.inputProc = RenderFFTCallback;
callbackStruct.inputProcRefCon = (__bridge void*)self;
err = AudioUnitSetProperty(ioUnit, kAudioOutputUnitProperty_EnableIO,
kAudioUnitScope_Input,
kInputBus, &enableInput, sizeof(enableInput));
err = AudioUnitSetProperty(ioUnit, kAudioOutputUnitProperty_EnableIO,
kAudioUnitScope_Output,
kOutputBus, &enableOutput, sizeof(enableOutput));
err = AudioUnitSetProperty(ioUnit, kAudioOutputUnitProperty_SetInputCallback,
kAudioUnitScope_Input,
kOutputBus, &callbackStruct, sizeof(callbackStruct));
// Set the stream format.
size_t bytesPerSample = [self ASBDForSoundMode];
err = AudioUnitSetProperty(ioUnit, kAudioUnitProperty_StreamFormat,
kAudioUnitScope_Output,
kInputBus, &streamFormat, sizeof(streamFormat));
err = AudioUnitSetProperty(ioUnit, kAudioUnitProperty_StreamFormat,
kAudioUnitScope_Input,
kOutputBus, &streamFormat, sizeof(streamFormat));
// Disable system buffer allocation. We'll do it ourselves.
UInt32 flag = 1;
err = AudioUnitSetProperty(ioUnit, kAudioUnitProperty_ShouldAllocateBuffer,
kAudioUnitScope_Output,
kInputBus, &flag, sizeof(flag));}
Render callback:
RIOInterface* THIS = (__bridge_transfer RIOInterface *)inRefCon;
COMPLEX_SPLIT A = THIS->A;
void *dataBuffer = THIS->dataBuffer;
float *outputBuffer = THIS->outputBuffer;
FFTSetup fftSetup = THIS->fftSetup;
float *hammingWeights = THIS->hammingWeights;
uint32_t log2n = THIS->log2n;
uint32_t n = THIS->n;
uint32_t nOver2 = THIS->nOver2;
uint32_t stride = 1;
int bufferCapacity = THIS->bufferCapacity;
SInt16 index = THIS->index;
AudioUnit rioUnit = THIS->ioUnit;
OSStatus renderErr;
UInt32 bus1 = 1;
renderErr = AudioUnitRender(rioUnit, ioActionFlags,
inTimeStamp, bus1, inNumberFrames, THIS->bufferList);
if (renderErr < 0) {
return renderErr;
}
I discovered that this issue was occurring when another AVAudioSession was active in another app, in which case the first initiated AVAudioSession's settings took priority over mine. I was trying to set the sampling frequency to 22050, but if the other audio session had it set at 44100 then it remained at 44100.
I resolved the issue by making my code 'adaptive' to other settings e.g. in respect to the buffer size, so it would still work effectively (if not optimally) with audio settings that differed from my preference.

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